max vrml scenes to augmented reality 
Author Message
 max vrml scenes to augmented reality

i need to put some max vrml scenes to augmented reality. could somebody
tell me what kind of smoothing parameters people have used to get smooth
results. so far i am shooting in the dark. something works on some form,
but for the others it doesn't. what i did encounter so far, is that when
i enable smooth in the parameters of a sphere with 12 segments, it comes
out nice. however when i take the same sphere, not smooth it but try to
smooth it with the autosmooth with 180, it comes the same in max
renderer, but in cosmo (which is my tester), it is all faceted?

any idea??

jk



Thu, 31 Oct 2002 03:00:00 GMT  
 max vrml scenes to augmented reality
The 3DSMax VRML 97 exporter is not able (somehow) to extract the
smoothing information from the edit-mesh modifier or editable-mesh
object. It would be a relatively simple task for it considering its
already knee deep in the Max labyrinth.

We unfortunately have to add the creaseAngle field to the indexed face
sets max produces ourselves.

Nor have I seen Max output a primitive VRML object, in which case Cosmo
would handle smoothing automatically. (correct me if Im wrong
newspeople).

Bummer aye?

Quote:

> i need to put some max vrml scenes to augmented reality. could somebody
> tell me what kind of smoothing parameters people have used to get smooth
> results. so far i am shooting in the dark. something works on some form,
> but for the others it doesn't. what i did encounter so far, is that when
> i enable smooth in the parameters of a sphere with 12 segments, it comes
> out nice. however when i take the same sphere, not smooth it but try to
> smooth it with the autosmooth with 180, it comes the same in max
> renderer, but in cosmo (which is my tester), it is all faceted?

> any idea??

> jk

--
Garry Keltie


Interactive Information Institute &
School of Architecture and Design
RMIT



Fri, 01 Nov 2002 03:00:00 GMT  
 max vrml scenes to augmented reality
working with VRML transfered from other formats (3dsmaz) is not usually such
a good idea since they cannot usually recognise primitives, and convert the
entire scene into a massive indexedFaceSet, whihc is so processor intensive
its not amusing. serious polygon reduction is often in order.,


Sat, 02 Nov 2002 03:00:00 GMT  
 
 [ 3 post ] 

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